Attribute dictionary
이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.
Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
목차
Reading this dictionary
Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.
Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.
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254 / 254 entries
Health and Energy
체력HealthMechanics explained
Game detail
사망하기 전까지 입을 수 있는 피해의 양입니다.
Code-reviewed mechanics
- How this value works
- Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:최대 체력최대 체력 한도
Further reading:Body conditions and injuriesRest mode
HP최대 체력Max HealthMechanics explained
Game detail
사망하기 전까지 입을 수 있는 피해의 양입니다.
Code-reviewed mechanics
- How this value works
- Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Further reading:Body conditions and injuriesRest mode
max_hp체력 회복률Health RestorationMechanics explained
Game detail
체력이 수동적으로 회복되는 비율입니다.
이 수치가 높을수록 회복이 더 자주 발생합니다.기본적으로는 한 번에 최대 체력의 5%가 회복됩니다.전투 중에 피해를 입으면 체력 회복이 일시적으로 중지됩니다.
Code-reviewed mechanics
- How this value works
- Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:기력 회복률
Further reading:Rest modeBody conditions and injuries
Health_Restoration치료 효율성Healing EfficiencyMechanics explained
Game detail
모든 방법으로 발생한 체력 회복의 계수입니다.
Code-reviewed mechanics
- How this value works
- The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
- What changes it
- Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_Received체력 보충Health ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_res최대 체력 한도Max Health ThresholdMechanics explained
Game detail
회복할 수 있는 체력의 최대 한도입니다.
신체 부위가 입은 피해와 부상은 악영향을 끼칩니다.
Code-reviewed mechanics
- How this value works
- The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Further reading:Body conditions and injuriesRest mode
Health_Threshold기력EnergyMechanics explained
Game detail
능력을 사용하거나 수영 등의 기타 행동을 실행할 때 소모되는 자원입니다.
Code-reviewed mechanics
- How this value works
- Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
최대 기력Max EnergyMechanics explained
Game detail
능력을 사용하거나 수영 등의 기타 행동을 실행할 때 소모되는 자원입니다.
Code-reviewed mechanics
- How this value works
- Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
기력 회복률Energy RestorationMechanics explained
Game detail
기력의 회복률입니다.
이 수치가 높을수록 회복이 더 자주 발생합니다.기본적으로는 한 번에 최대 기력의 5%가 회복됩니다.
Code-reviewed mechanics
- How this value works
- Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:체력 회복률
Further reading:Rest modeBody conditions and injuries
MP_Restoration기력 보충Energy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_res최대 기력 한도Max Energy ThresholdMechanics explained
Game detail
회복할 수 있는 기력의 최대 한도입니다.캐릭터의 피로는 악영향을 끼칩니다.
Code-reviewed mechanics
- How this value works
- The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
받는 피해Damage TakenMechanics explained
Game detail
모든 방법으로 발생한 피해의 양입니다.
방호력과 저항력의 영향을 받습니다.
Code-reviewed mechanics
- How this value works
- Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력방어구 관통력주문 방어구 관통력물리 저항력자연 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
Damage_Received피해 반사율Damage ReflectionOfficial description
Game detail
원래 받았던 피해를 근접 피해로 되돌려주는 비율입니다.
Change sources and calculation notes remain to be documented.
Damage_Returned체력 흡수율Life DrainOfficial description
Game detail
공격해서 입힌 피해가 체력으로 회복되는 비율입니다.
Change sources and calculation notes remain to be documented.
Lifesteal기력 흡수율Energy DrainOfficial description
Game detail
공격해서 입힌 피해가 기력으로 회복되는 비율입니다.
Change sources and calculation notes remain to be documented.
Manasteal기력 흡수율Energy DrainOfficial description
Game detail
공격해서 입힌 피해가 기력으로 회복되는 비율입니다.
Change sources and calculation notes remain to be documented.
Spell_Energy_Drain방호력ProtectionMechanics explained
Game detail
특정 신체 부위가 공격을 받고 흡수한 피해의 양입니다.
저항력보다 효과가 먼저 적용됩니다.주술 및 자연 피해에 대한 방호력은 효과가 33% 감소합니다.
Code-reviewed mechanics
- How this value works
- Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방어구 관통력주문 방어구 관통력받는 피해물리 저항력자연 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
DEF머리 방호력Head ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEF몸통 방호력Body ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEF팔 방호력Arms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEF다리 방호력Legs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEF인내력FortitudeOfficial description
Game detail
받은 부정적 물리, 정신 및 잔류 효과의 지속 시간과 출혈, 중독, 화상 및 염산 목욕에 의해 점진적으로 받는 피해에 영향을 끼칩니다.또한 사기와 이성의 감소량을 경감시킵니다.가능한 최대값: 50%
Change sources and calculation notes remain to be documented.
Fortitude체력 보충Health ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_Turn기력 보충Energy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turn수영 시 소모 기력Swimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
SPOfficial description
Game detail
SP(속성 점수)는 주요 속성을 향상시킬 때 소모됩니다.레벨이 상승할 때마다 1 SP를 획득합니다.
Change sources and calculation notes remain to be documented.
APAPOfficial description
Game detail
AP(능력 점수)는 새로운 능력을 습득할 때 소모됩니다.레벨이 상승할 때마다 1 AP를 획득합니다.
Change sources and calculation notes remain to be documented.
SP레벨LevelOfficial description
Game detail
레벨이 상승할 때마다 1 SP와 1 AP를 획득합니다.
캐릭터 최대 레벨: 30
Change sources and calculation notes remain to be documented.
LVL경험치ExperienceOfficial description
획득 경험치Experience GainOfficial description
Game detail
모든 방법으로 획득하는 경험치의 계수입니다.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
근력StrengthOfficial description
Game detail
근력은 주요 전투 효율성을 좌우합니다.또한 비무장 피해를 증가시키며, 투척형 아이템의 범위 및 치명타율에 영향을 끼칩니다.근력 1포인트마다 무기 피해가 +1.5%, 방어 확률이 +1.5%, 방어 수치가 +1 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.신체 부위 피해 +7.5% 증가
치명타 효율성 +10%
방어구 피해 +15%근력의 최대값은 30포인트입니다.
Change sources and calculation notes remain to be documented.
STR민첩성AgilityOfficial description
Game detail
민첩성은 전투에서의 영향력을 좌우합니다.또한 함정을 해체할 확률을 증가시키며, 투척형 아이템의 피해와 정확도 및 실책률에 영향을 끼칩니다.민첩성 1포인트마다 반격률이 +1.5% 증가하고 실책률과 역효과 발생률이 -1.5% 감소합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.회피율 +5% 증가
양손 효율성 +2.5% 증가
이동 저항력 +7.5% 증가민첩성의 최대값은 30입니다.
Change sources and calculation notes remain to be documented.
AGL인지력PerceptionOfficial description
Game detail
인지력은 위험을 미리 알아채고 정확히 공격할 수 있게 도와줍니다.또한 투척형 아이템의 피해와 치명타율에 영향을 끼칩니다.인지력 1포인트마다 공격과 주문의 정확도가 +1.5%, 방어구 관통력이 +1.5% 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.시야 +5% 증가
보너스 범위 +5% 증가
치명타율 및 기적 발생률 +5%인지력의 최대값은 30포인트입니다.
Change sources and calculation notes remain to be documented.
PRC생명력VitalityOfficial description
Game detail
생명력은 생존력과 지구력을 좌우합니다.생명력 1포인트마다 최대 기력이 +4, 기력 회복률이 +2% 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.최대 체력 +15 증가
방어 수치 회복률 +5% 증가
통제 저항력 +7.5% 증가생명력의 최대값은 30포인트입니다.
Change sources and calculation notes remain to be documented.
Vitality의지력WillpowerOfficial description
Game detail
의지력은 곤란한 상황을 더욱 버틸 수 있게 도와줍니다.의지력 1포인트마다 재준비 시간이 -1.5%, 능력 사용 기력이 -1.5% 감소합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.마법력 +7.5% 증가
고통 저항력 +7.5% 증가
인내력 +7.5% 증가의지력의 최대값은 30포인트입니다.
Change sources and calculation notes remain to be documented.
WILCombat attributes
주된손 피해Main Hand DamageOfficial description
Game detail
주된 손에 든 무기로 입힌 피해의 양입니다.
Change sources and calculation notes remain to be documented.
DMG다른손 피해Off-Hand DamageOfficial description
Game detail
다른 손에 든 무기로 입힌 피해의 양입니다.
Change sources and calculation notes remain to be documented.
OFFDMG무기 피해Weapon DamageOfficial description
Game detail
공격해서 입힌 물리 피해의 변화입니다.
Change sources and calculation notes remain to be documented.
Weapon_Damage정확도AccuracyMechanics explained
Game detail
목표물에게 공격 혹은 사격을 명중시킬 확률입니다.정확도가 100% 이상일 경우 목표물의 회피율이 감소합니다.원거리 무기는 목표물과의 거리에 있는 타일마다 정확도가 -2% 감소합니다.또한 활도 1타일 이내의 목표물에게 발사할 때는 정확도가 -50%, 2타일 이내에서 발사할 때는 -25% 감소합니다.공격 기술은 기본적으로 정확도가 +4% 증가합니다.
Code-reviewed mechanics
- How this value works
- Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:회피율실책률치명타율치명타 회피율방어 확률방어 수치
Further reading:Attack resolutionDamage and resistances
Hit_Chance치명타율Crit ChanceMechanics explained
Game detail
공격을 통해 추가 피해를 입힐 확률로, 무기의 유형에 따라 효과가 추가로 부여되어 강화됩니다.
Code-reviewed mechanics
- How this value works
- Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도회피율실책률치명타 회피율방어 확률방어 수치
Further reading:Attack resolutionDamage and resistances
CRT치명타 효율성Crit EfficiencyOfficial description
방어 확률Block ChanceMechanics explained
Game detail
근접 공격을 방어하여 그 피해의 전부 혹은 일부를 흡수할 확률입니다.
방패를 장착하면 물리적 및 마법적 투사체도 방어할 수 있습니다.
Code-reviewed mechanics
- How this value works
- The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도회피율실책률치명타율치명타 회피율방어 수치
Further reading:Attack resolutionDamage and resistances
PRR방어 수치Block PowerMechanics explained
Game detail
방어하여 흡수할 수 있는 피해의 현재 및 최대 양입니다.방어 수치는 방어에 성공할 때마다 감소하며, 매 턴마다 회복됩니다.주술 및 자연 피해를 방어할 때는 효과가 33% 감소합니다.기본 방어 수치는 근력에 따라 결정됩니다.
Code-reviewed mechanics
- How this value works
- Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도회피율실책률치명타율치명타 회피율방어 확률
Further reading:Attack resolutionDamage and resistances
Block_Power방어 수치 회복률Block Power RecoveryOfficial description
Game detail
매 턴마다 회복되는 방어 수치의 최대 비율입니다.
Change sources and calculation notes remain to be documented.
Block_Recovery반격률Counter ChanceOfficial description
Game detail
근접 공격을 당한 뒤에 자유롭게 공격할 수 있는 확률입니다.각 적은 턴마다 1마리씩 계산됩니다.
Change sources and calculation notes remain to be documented.
CTA회피율Dodge ChanceMechanics explained
Game detail
성공한 근접 공격을 가볍게 피해서 실책을 유도하거나, 이미 실패한 공격을 완전히 회피하고 그 피해를 전부 무효화시킬 확률입니다.물리적 및 마법적 투사체에 대해선 회피율이 반감되지만, 회피에 성공하면 그 피해를 전부 무효화시킵니다.회피율이 음수일 경우 적 공격의 정확도가 증가합니다.
Code-reviewed mechanics
- How this value works
- The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도실책률치명타율치명타 회피율방어 확률방어 수치
Further reading:Attack resolutionDamage and resistances
EVS실책률Fumble ChanceMechanics explained
Game detail
공격 및 사격할 때 반감된 피해를 입힐 확률입니다.
쌍수 무장은 악영향을 끼칩니다.원거리 무기는 목표물과의 거리에 있는 타일마다 실책률이 +2% 증가합니다.공격 및 사격할 때 실수할 경우 기절, 진탕, 넉백, 속박, 경직 및 출혈의 확률이 0이 됩니다.또한 원거리 공격할 때 실수할 경우, 화살 및 쇠뇌살이 목표물을 맞히고 부러질 확률이 증가합니다.공격 기술은 기본적으로 실책률이 -4% 감소합니다.
Code-reviewed mechanics
- How this value works
- Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도회피율치명타율치명타 회피율방어 확률방어 수치
Further reading:Attack resolutionDamage and resistances
FMB개봉 및 분해Lock-picking & DisarmingOfficial description
Game detail
함정이나 자물쇠를 성공적으로 해제 및 개봉할 확률입니다.
Change sources and calculation notes remain to be documented.
Savvy은신StealthOfficial description
Game detail
은신 상태의 효용성입니다. [베타 버전에선 사용 불가]
Change sources and calculation notes remain to be documented.
STL최대 시야Max VisionOfficial description
시야VisionOfficial description
Game detail
당신의 현재 시야입니다.어두운 지역에서는 캐릭터가 현재 시야 범위를 벗어나지만 최대 시야 범위 내에 있는 밝아진 타일을 확인할 수 있습니다.
Change sources and calculation notes remain to be documented.
currentVSN보너스 시야Bonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_Bonus보너스 범위Bonus RangeOfficial description
Game detail
원거리 공격과 특정 주문의 거리 변화입니다.
Change sources and calculation notes remain to be documented.
Bonus_Range범위RangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Range범위RangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rng주된손 효율성Main Hand EfficiencyOfficial description
Game detail
손 효율성은 해당 손에 장착한 무기의 공격적 변수에 영향을 끼칩니다.쌍수 무장은 악영향을 끼칩니다.
Change sources and calculation notes remain to be documented.
Mainhand_Efficiency다른손 효율성Off-Hand EfficiencyOfficial description
Game detail
손 효율성은 해당 손에 장착한 무기의 공격적 변수에 영향을 끼칩니다.쌍수 무장은 악영향을 끼칩니다.
Change sources and calculation notes remain to be documented.
Offhand_Efficiency치명타 회피율Crit AvoidanceMechanics explained
Game detail
치명타 공격을 기본 공격으로 전환시켜서 회피할 확률입니다.치명타 회피율이 음수일 경우, 치명타 공격을 받을 가능성이 증가합니다.
Code-reviewed mechanics
- How this value works
- The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:정확도회피율실책률치명타율방어 확률방어 수치
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
소음 발생Noise ProducedOfficial description
Game detail
당신의 행동으로 발생한 소음의 양입니다.
Change sources and calculation notes remain to be documented.
Noise_Produced신체 부위 피해Bodypart DamageOfficial description
Game detail
적들의 신체 부위에 입힌 보너스 피해입니다.
Change sources and calculation notes remain to be documented.
Bodypart_Damage방어구 피해Armor DamageOfficial description
Game detail
적들의 방어구에 입힌 보너스 피해입니다.
Change sources and calculation notes remain to be documented.
Armor_Damage방어구 관통력Armor PenetrationMechanics explained
Game detail
당신이 적을 공격했을 때 무시하는 방호력의 비율입니다.
Code-reviewed mechanics
- How this value works
- Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력주문 방어구 관통력받는 피해물리 저항력자연 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
Armor_Piercing주문 정확도Spell AccuracyOfficial description
Game detail
투사체 주문이 목표물을 맞추는 기본적인 확률입니다.
Change sources and calculation notes remain to be documented.
Spell_Hit_Chance주문 방어구 관통력Spell Armor PenetrationMechanics explained
Game detail
적이 당신의 주문을 무시하는 방호력 퍼센트입니다.
Code-reviewed mechanics
- How this value works
- The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력방어구 관통력받는 피해물리 저항력자연 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
Spell_Armor_Piercing출혈 확률Bleed ChanceOfficial description
Game detail
공격을 명중시킨 뒤에 신체 부위에 출혈을 일으킬 확률입니다.출혈은 시간이 지날수록 피해를 입히며 해당 신체 부위의 상태를 점점 악화시킵니다.
Change sources and calculation notes remain to be documented.
Bleeding_Chance넉백 확률Knockback ChanceOfficial description
Game detail
적을 공격하여 1타일 넉백시키는 확률입니다.넉백당한 적이 밀려난 타일에 이미 누군가가 있을 경우, 분쇄 피해를 입고 확률적으로 1턴 동안 진탕에 걸립니다.
Change sources and calculation notes remain to be documented.
Knockback_Chance진탕 확률Daze ChanceOfficial description
Game detail
공격하여 진탕에 빠트릴 확률입니다.진탕에 걸린 목표물은 능력을 사용할 수 없으며 이동 및 통제 저항력이 감소합니다.
Change sources and calculation notes remain to be documented.
Daze_Chance기절 확률Stun ChanceOfficial description
Game detail
적을 공격하여 기절시킬 확률입니다.기절한 목표물은 항상 자신의 턴을 넘깁니다.
Change sources and calculation notes remain to be documented.
Stun_Chance속박 확률Immobilization ChanceOfficial description
Game detail
적을 공격하여 속박시킬 확률입니다.속박된 목표물은 다른 타일로 이동할 수 없습니다.
Change sources and calculation notes remain to be documented.
Immob_Chance경직 확률Stagger ChanceOfficial description
Game detail
적을 공격하여 경직시킬 확률입니다.경직당한 목표물은 공격 및 방어 계열 능력치가 크게 깎입니다.
Change sources and calculation notes remain to be documented.
Stagger_Chance이동 저항력Move ResistanceOfficial description
Game detail
적의 공격 및 능력에 의한 넉백, 끌기, 속박 및 경직을 피할 확률입니다.
Change sources and calculation notes remain to be documented.
Knockback_Resistance통제 저항력Control ResistanceOfficial description
Game detail
적의 공격 및 능력에 의한 기절, 진탕 및 혼란을 피할 확률입니다.
Change sources and calculation notes remain to be documented.
Stun_Resistance출혈 저항력Bleed ResistanceOfficial description
Game detail
적의 공격 및 능력에 의한 출혈을 피할 확률입니다.
Change sources and calculation notes remain to be documented.
Bleeding_Resistance주문 사용 기력Spells Energy CostMechanics explained
Game detail
주문을 시전할 때 필요한 기력의 계산에 사용되는 변경자입니다.
Code-reviewed mechanics
- How this value works
- Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:능력 사용 기력기술 사용 기력재준비 시간
Further reading:Attack resolutionFatigue
Spells_Energy_Cost기술 사용 기력Skills Energy CostMechanics explained
Game detail
기술을 사용할 때 필요한 기력의 계산에 사용되는 변경자입니다.
Code-reviewed mechanics
- How this value works
- Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:능력 사용 기력주문 사용 기력재준비 시간
Further reading:Attack resolutionFatigue
Skills_Energy_Cost능력 사용 기력Abilities Energy CostMechanics explained
Game detail
기술 및 주문을 사용할 때 필요한 기력의 계산에 사용되는 계수입니다.최저값: 25%
Code-reviewed mechanics
- How this value works
- A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:기술 사용 기력주문 사용 기력재준비 시간
Further reading:Attack resolutionFatigue
Abilities_Energy_Cost재준비 시간Cooldowns DurationMechanics explained
Game detail
모든 능력을 다시 사용할 수 있을 때 필요한 시간의 계산에 사용되는 계수입니다.쌍수 무장은 악영향을 끼칩니다.
Code-reviewed mechanics
- How this value works
- The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:능력 사용 기력기술 사용 기력주문 사용 기력
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
참격 피해Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage관통 피해Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage분쇄 피해Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage파열 피해Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage빙결 피해Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage전격 피해Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage전격 피해Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageF독성 피해Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage화염 피해Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage부식 피해Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage미지 피해Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage부정 피해Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage신성 피해Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage염력 피해Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage순수 피해Pure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
물리 저항력Physical ResistanceMechanics explained
Game detail
당신이 받은 (참격, 관통, 타격 및 파열 등의) 모든 물리 피해가 얼마나 감소하는지를 나타냅니다.머리, 가슴, 손, 다리 순서로 표시됩니다.
Code-reviewed mechanics
- How this value works
- Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력방어구 관통력주문 방어구 관통력받는 피해자연 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
Physical_Resistance자연 저항력Nature ResistanceMechanics explained
Game detail
당신이 받은 (화염, 빙결, 전격, 독성 및 부식 등의) 모든 자연 피해가 얼마나 감소하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력방어구 관통력주문 방어구 관통력받는 피해물리 저항력주술 저항력
Further reading:Damage and resistancesAttack resolution
Nature_Resistance주술 저항력Magic ResistanceMechanics explained
Game detail
당신이 받은 (미지, ~ur~부정~/~, 신성 및 염력 등의) 모든 주술 피해가 얼마나 감소하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:방호력방어구 관통력주문 방어구 관통력받는 피해물리 저항력자연 저항력
Further reading:Damage and resistancesAttack resolution
Magic_Resistance참격 저항력Slashing ResistanceOfficial description
Game detail
당신이 받은 모든 참격 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Slashing_Resistance관통 저항력Piercing ResistanceOfficial description
Game detail
당신이 받은 모든 관통 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Piercing_Resistance타격 저항력Crushing ResistanceOfficial description
Game detail
당신이 받은 모든 분쇄 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Blunt_Resistance파열 저항력Rending ResistanceOfficial description
Game detail
당신이 받은 모든 파열 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Rending_Resistance화염 저항력Fire ResistanceOfficial description
Game detail
당신이 받은 모든 화염 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Fire_Resistance빙결 저항력Frost ResistanceOfficial description
Game detail
당신이 받은 모든 빙결 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Frost_Resistance전격 저항력Shock ResistanceOfficial description
Game detail
당신이 받은 모든 전격 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Shock_Resistance부식 저항력Caustic ResistanceOfficial description
Game detail
당신이 받은 모든 부식 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Caustic_Resistance독성 저항력Poison ResistanceOfficial description
Game detail
당신이 받은 모든 독성 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Poison_Resistance미지 저항력Arcane ResistanceOfficial description
Game detail
당신이 받은 모든 미지 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Arcane_Resistance부정 저항력Unholy ResistanceOfficial description
Game detail
당신이 받은 모든 ~ur~부정 피해~/~가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Unholy_Resistance신성 저항력Sacred ResistanceOfficial description
Game detail
당신이 받은 모든 신성 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Sacred_Resistance염력 저항력Psionic ResistanceOfficial description
Game detail
당신이 받은 모든 염력 피해가 얼마나 감소하는지를 나타냅니다.
Change sources and calculation notes remain to be documented.
Psionic_Resistance염력 저항력Psionic ResistanceOfficial description
Status and effect attributes
받는 피해Deals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_Self받는 참격 피해Deals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_Self받는 관통 피해Deals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_Self받는 분쇄 피해Deals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_Self받는 파열 피해Deals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_Self받는 독성 피해Deals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_Self받는 화염 피해Deals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_Self받는 부식 피해Deals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_Self받는 빙결 피해Deals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_Self받는 전격 피해Deals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_Self받는 미지 피해Deals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_Self받는 부정 피해Deals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_Self받는 신성 피해Deals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_Self받는 염력 피해Deals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_Self받는 염력 피해Deals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_Damage_SelfHealth and survival
고통 최대치Pain LimitMechanics explained
Game detail
캐릭터마다 고통의 최대치가 다릅니다.
체력이 낮을수록 고통의 최대치가 높아집니다.
Code-reviewed mechanics
- How this value works
- Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 변화율고통 저항력중독중독 변화율중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Limit공복HungerMechanics explained
Game detail
캐릭터의 공복 수준을 나타냅니다.
시간이 지날수록 행동에 따라 증가합니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:갈증공복 변화율갈증 변화율공복 저항력
Further reading:Hunger and ThirstRest mode
Hunger고통PainMechanics explained
Game detail
캐릭터의 고통 수준을 나타냅니다.
피해와 부상을 입으면 증가합니다.
고통의 최대 레벨은 캐릭터의 체력에 따라 달라집니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통 최대치고통 변화율고통 저항력중독중독 변화율중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Pain갈증ThirstMechanics explained
Game detail
캐릭터의 갈증 수준을 나타냅니다.
시간이 지날수록 행동에 따라 증가합니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:공복공복 변화율갈증 변화율공복 저항력
Further reading:Hunger and ThirstRest mode
Thirsty중독IntoxicationMechanics explained
Game detail
캐릭터의 중독 수준을 나타냅니다.
보통 술과 약 및 특정한 약초와 약물에 딸려오는 효과입니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Wild Hunt bonus
Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.
Code-reviewed mechanics
- How this value works
- The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 변화율고통 저항력중독 변화율중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Intoxication면역력ImmunityMechanics explained
Game detail
여러 질병에 저항하는 능력입니다.
또한 중독의 기본적인 회복률에 영향을 끼칩니다.
Code-reviewed mechanics
- How this value works
- Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 변화율고통 저항력중독중독 변화율중독 저항력
Further reading:Pain and IntoxicationBody conditions and injuries
Immunity면역력 변화율Immunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_Change사기MoraleMechanics explained
Game detail
캐릭터가 전투 및 인내하려는 의욕입니다.이 값은 다양한 요인에 따라 결정됩니다.상황 (current Situation Morale% / 50%) - 전투 및 탐험에서의 승리나 실패, 특정한 효과 및 소모품에 의한 영향
식사 (current Diet Morale% / 35%) - 다양한 고품질 식사의 주기적인 섭취
휴식 (current Rest Morale% / 15%) - 주기적이고 충분한 수면 및 수면의 품질사기가 50% 이하로 내려갈 경우, 부정적 정신 상태가 됩니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Morale = Situation + Temporary + Diet + Rest Morale
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.
Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:이성상황 사기일시적 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
Morale이성SanityMechanics explained
Game detail
캐릭터가 명확한 현실 감각을 유지하는 능력입니다.이 값은 다양한 요인에 따라 결정됩니다.상황 (current Situation Sanity% / 50%) - 부정한 마법과 거기서 나온 혐오물과의 접촉, 머리 부상, 주문 시전의 결과, 특정한 효과 및 소모품에 의한 영향
생활 (current Lifestyle Sanity% / 35%) - 계약 완료, 소식 및 소문 습득, 기도, 요리, 제작 등 사회적 상호 작용 및 유흥
휴식 (current Rest Sanity% / 15%) - 주기적이고 충분한 수면 및 수면의 품질이성이 50% 이하로 내려갈 경우, 부정적 정신 상태가 됩니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Sanity = Situation + Lifestyle + Rest Sanity
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.
Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기상황 사기일시적 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
Sanity상황 사기Situational MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성일시적 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
MoraleSituational일시적 사기Temporary MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
MoraleTemporary식사 사기Diet MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
MoraleDiet수면 사기Sleep MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기상황 이성생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
MoraleRest상황 이성Situational SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기수면 사기생활 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
SanitySituational생활 이성Lifestyle SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기수면 사기상황 이성수면 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
SanityLifestyle수면 이성Sleep SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기수면 사기상황 이성생활 이성상황 사기 변화율상황 이성 변화율
Further reading:Morale and SanitySleep and saving
SanityRest고통 변화율Pain ChangeMechanics explained
Game detail
고통이 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 저항력중독중독 변화율중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Change중독 변화율Intoxication ChangeMechanics explained
Game detail
중독이 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 변화율고통 저항력중독중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_Change공복 변화율Hunger ChangeMechanics explained
Game detail
공복이 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:공복갈증갈증 변화율공복 저항력
Further reading:Hunger and ThirstRest mode
Hunger_Change갈증 변화율Thirst ChangeMechanics explained
Game detail
갈증이 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:공복갈증공복 변화율공복 저항력
Further reading:Hunger and ThirstRest mode
Thirst_Change상황 이성 변화율Sit. Sanity ChangeMechanics explained
Game detail
이성이 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 사기 변화율
Further reading:Morale and SanitySleep and saving
Sanity_Change상황 사기 변화율Sit. Morale ChangeMechanics explained
Game detail
사기가 턴마다 얼마나 변화하는지를 나타냅니다.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:사기이성상황 사기일시적 사기식사 사기수면 사기상황 이성생활 이성수면 이성상황 이성 변화율
Further reading:Morale and SanitySleep and saving
Morale_Change피로FatigueMechanics explained
Game detail
당신의 캐릭터가 지친 수준입니다.다른 타일로 이동하거나 방어, 회피, 능력 사용 등 다양한 행동을 수행하여 증가했습니다.
주문은 기술보다 더 많은 피로를 발생시킵니다.피로 수치만큼 최대 기력 한도가 0.5% 감소합니다.(25 + threshold bonus)%, (50 + threshold bonus)%, (75 + threshold bonus)%에 도달할 때마다 약화 효과가 발생합니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
피로 저항력Fatigue ResistanceMechanics explained
Game detail
피로 획득률에 영향을 끼칩니다.
Code-reviewed mechanics
- How this value works
- Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
피로 변화율Fatigue ChangeMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
고통 저항력Pain ResistanceMechanics explained
Game detail
고통 발생률을 변화시킵니다.
Code-reviewed mechanics
- How this value works
- Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 변화율중독중독 변화율중독 저항력면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Resistance공복 저항력Hunger ResistanceMechanics explained
Game detail
공복 발생률을 변화시킵니다.
Code-reviewed mechanics
- How this value works
- Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:공복갈증공복 변화율갈증 변화율
Further reading:Hunger and ThirstRest mode
Hunger_Resistance중독 저항력Intoxication ResistanceMechanics explained
Game detail
중독 발생률을 변화시킵니다.
Code-reviewed mechanics
- How this value works
- Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:고통고통 최대치고통 변화율고통 저항력중독중독 변화율면역력
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_Resistance증상 없음No symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholder부상 치료Injury TreatmentDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Condition구역질 확률Nausea ChanceDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_Chance중독 확률Poisoning ChanceDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
마법력Magic PowerOfficial description
Game detail
공격력과 대다수 주문의 효율성을 변화시킵니다.또한, 공격해서 입힌 주술 및 자연 피해에도 영향을 줍니다.
Change sources and calculation notes remain to be documented.
Magic_Power역효과 피해Backfire DamageOfficial description
Game detail
주문을 잘못 시전한 캐릭터가 입는 피해의 양입니다.해당 유형에 따라 잘못 시전한 주문의 소모 기력만큼 피해를 받습니다.다음 행동에 영향을 받을 수 있습니다.주문을 시전할 때마다 +30% 증가
턴을 넘길 때마다 -10% 감소
같은 타일에 머무르면 -10% 감소
Change sources and calculation notes remain to be documented.
Backfire_Damage역효과 피해Backfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_Int역효과 피해 변화율Backfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_Change기적 발생률Miracle ChanceOfficial description
Game detail
치명적인 주문을 시전할 확률로, 그 효과를 강화시킵니다.
Change sources and calculation notes remain to be documented.
Miracle_Chance기적 효력Miracle PotencyOfficial description
Game detail
치명적인 주문이 추가로 효과를 입히는 계수입니다.
Change sources and calculation notes remain to be documented.
Miracle_Power역효과 발생률Backfire ChanceOfficial description
Game detail
주문을 시전할 때 실수할 확률로, 역효과를 일으킵니다.역효과가 발생한 주문은 시전자에게 해당하는 유형의 피해를 입히고, 더 많은 피로를 발생시키며, 이성에 약화 효과를 입힙니다.
Change sources and calculation notes remain to be documented.
Miscast_Chance화염 마법력Pyromantic PowerOfficial description
Game detail
모든 화염 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Pyromantic_Power대지 마법력Geomantic PowerOfficial description
Game detail
모든 대지 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Geomantic_Power독성 마법력Venomantic PowerOfficial description
Game detail
모든 독성 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Venomantic_Power빙결 마법력Cryomantic PowerOfficial description
Game detail
모든 빙결 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Cryomantic_Power전격 마법력Electromantic PowerOfficial description
Game detail
모든 전격 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Electromantic_Power미지 마법력Arcanistic PowerOfficial description
Game detail
모든 미지 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Arcanistic_Power점성 마법력Astromantic PowerOfficial description
Game detail
모든 점성 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Astromantic_Power염력 마법력Psimantic PowerOfficial description
Game detail
모든 염력 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Psimantic_Power시간 마법력Chronomantic PowerOfficial description
Game detail
모든 시간 마법 주문의 효력을 나타냅니다.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
머리HeadDescription needed
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This official entry has no written description.
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Head가슴TorsoDescription needed
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Torso손HandsDescription needed
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Hands다리LegsDescription needed
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Legs방어구 내구도Armor DurabilityDescription needed
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Armor_Durability전의Will to FightDescription needed
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Enemy_Morale유효 기간Expiration TimeDescription needed
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Spoiling_Duration식사 효과 지속 시간Dish Effects DurationDescription needed
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Food_Effects_DurationTrade values
거래 호감도Trade FavorabilityDescription needed
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Trade_Favorability재고량Stocks SizeDescription needed
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Stock_Size소지금Available GoldDescription needed
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Gold_Amount재고 보충 빈도Restocks FrequencyDescription needed
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Settlement_Restock수리비Repair PricesDescription needed
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Repair_Prices음식 구입 가격Food Buying PricesDescription needed
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Food_BP_Mod음료 구입 가격Beverages Buying PricesDescription needed
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Beverage_BP_Mod주류 구입 가격Alcohol Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_Mod의약품 구입 가격Medicine Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_Mod무기 구입 가격Weapons Buying PricesDescription needed
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This official entry has no written description.
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Weapon_BP_Mod방어구 구입 가격Armor Buying PricesDescription needed
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This official entry has no written description.
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Armor_BP_Mod귀금속 구입 가격Jewelry Buying PricesDescription needed
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This official entry has no written description.
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Jewelry_BP_Mod귀중품 구입 가격Valuables Buying PricesDescription needed
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This official entry has no written description.
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Valuable_BP_Mod약물 구입 가격Drugs Buying PricesDescription needed
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This official entry has no written description.
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Drug_BP_Mod두루마리 구입 가격Scrolls Buying PricesDescription needed
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Scroll_BP_Mod잡동사니 구입 가격Junk Buying PricesDescription needed
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Junk_BP_Mod재료 구입 가격Ingredients Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_Mod유물 구입 가격Artifacts Buying PricesDescription needed
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This official entry has no written description.
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Treasure_BP_Mod논문 구입 가격Treatises Buying PricesDescription needed
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This official entry has no written description.
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Treatise_BP_Mod생필품 구입 가격Commodities Buying PricesDescription needed
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Commodity_BP_Mod서적 구입 가격Books Buying PricesDescription needed
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Book_BP_Mod자재 구입 가격Materials Buying PricesDescription needed
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Material_BP_Mod도구 구입 가격Tools Buying PricesDescription needed
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Tool_BP_Mod가방 구입 가격Bags Buying PricesDescription needed
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Bag_BP_Mod첨가물 구입 가격Additives Buying PricesDescription needed
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Additive_BP_Mod탄약 구입 가격Ammunition Buying PricesDescription needed
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Change sources and calculation notes remain to be documented.
Ammo_BP_Mod금 구입 가격Gold Buying PricesDescription needed
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This official entry has no written description.
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Gold_BP_Mod은 구입 가격Silver Buying PricesDescription needed
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This official entry has no written description.
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Silver_BP_Mod금속 구입 가격Metal Buying PricesDescription needed
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This official entry has no written description.
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Metal_BP_Mod가죽 구입 가격Leather Buying PricesDescription needed
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This official entry has no written description.
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Leather_BP_Mod의류 구입 가격Cloth Buying PricesDescription needed
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This official entry has no written description.
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Cloth_BP_Mod목재 구입 가격Wood Buying PricesDescription needed
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This official entry has no written description.
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Wood_BP_Mod보석 구입 가격Gems Buying PricesDescription needed
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This official entry has no written description.
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Gem_BP_Mod약초 구입 가격Herbs Buying PricesDescription needed
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This official entry has no written description.
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Herb_BP_Mod곡물 자루 구입 가격Sacks of Grain Buying PricesDescription needed
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This official entry has no written description.
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Wheat_BP숯 상자 구입 가격Crates of Charcoal Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BP소금 자루 구입 가격Sacks of Salt Buying PricesDescription needed
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This official entry has no written description.
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Salt_BP목재 화물 구입 가격Shipments of Timber Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BP맥주 통 구입 가격Barrels of Beer Buying PricesDescription needed
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This official entry has no written description.
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Ale_BP포도주 상자 구입 가격Crates of Wine Buying PricesDescription needed
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This official entry has no written description.
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Wine_BP사과주 통 구입 가격Pails of Cider Buying PricesDescription needed
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This official entry has no written description.
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Cider_BP음식 판매 가격Food Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_Mod음료 판매 가격Beverages Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_Mod주류 판매 가격Alcohol Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_Mod의약품 판매 가격Medicine Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_Mod무기 판매 가격Weapons Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_Mod방어구 판매 가격Armor Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_Mod귀금속 판매 가격Jewelry Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_Mod귀중품 판매 가격Valuables Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_Mod약물 판매 가격Drugs Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_Mod재료 판매 가격Ingredients Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_Mod논문 판매 가격Treatises Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_Mod생필품 판매 가격Commodities Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_Mod자재 판매 가격Materials Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_Mod도구 판매 가격Tools Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_Mod탄약 판매 가격Ammunition Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_Mod금 판매 가격Gold Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_Mod은 판매 가격Silver Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_Mod금속 판매 가격Metal Selling PricesDescription needed
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This official entry has no written description.
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Metal_SP_Mod가죽 판매 가격Leather Selling PricesDescription needed
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This official entry has no written description.
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Leather_SP_Mod의류 판매 가격Cloth Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_Mod목재 판매 가격Wood Selling PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_Mod보석 판매 가격Gems Selling PricesDescription needed
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This official entry has no written description.
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Gem_SP_ModContract values
지역 황폐화 수준Area WildernessDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_Wilderness습격 확률Ambush ChanceDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_Chance획득하는 명성Reputation GainOfficial description
Game detail
모든 방법으로 획득한 명성의 계수입니다.
Change sources and calculation notes remain to be documented.
ReputationGainGlobal의뢰로 획득하는 명성Contracts Reputation GainDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain의뢰로 획득하는 명성 (성채)Contracts Reputation Gain (Bastion)Description needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_Bastion의뢰로 획득하는 명성 (지하실)Contracts Reputation Gain (Crypt)Description needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_Crypt의뢰로 획득하는 명성 (카타콤)Contracts Reputation Gain (Catacombs)Description needed
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This official entry has no written description.
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Contract_Reputation_Gain_Catacombs이용 가능한 의뢰Available ContractsDescription needed
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This official entry has no written description.
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Contract_Availability의뢰 시간 제한Contracts Time LimitDescription needed
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Contract_DeadlineErrand RewardsErrands RewardsDescription needed
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Errand_Reward_Modifier